Tom Clancy's Splinter Cell Walkthrough :

This walkthrough for Tom Clancy's Splinter Cell [Playstation 2] has been posted at 17 Apr 2010 by kazou0000 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up kazou0000 and share this with your freinds. And most important we have 9 other walkthroughs for Tom Clancy's Splinter Cell, read them all!

Walkthrough - FAQ/Walkthrough

Page 1

Tom Clancy’s Splinter Cell FAQ/Walkthrough
Console: PS2
Genre: Real-time strategy (RTS)
By: Joey Burns, aka x_Sam_Fisher_x
Email: spark4242@yahoo.com
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Table of Contents
I. Introduction
II. Basics
1. About Stealth Action
2. The SC-20K
3. Gadgets
4. Field Items
III. How to Use this Walkthrough
IV. Walkthrough
1. Police Station
2. Defense Ministry
3. Oil Refinery
4. CIA Headquarters
5. Kalinatek
6. Nuclear Power Plant
7. Chinese Embassy
8. Abattoir
9. Chinese Embassy Part II
10. Presidential Palace
V. FAQs
VI. Legal/Closing
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I. Introduction
Thank you for choosing this guide. This is one of my first
guides, so, well, you know. I’m sorta, well, umm… a n00b. There I
said it. Anyway, I decided to write a walkthrough for this game
because I felt like it. Yeah. Cool. Okay. If you find anything
wrong with it, or you have questions or comments, or you want to
contribute something, feel free to email me at the address listed
above. Please be nice!
Since this is a relatively new guide, there isn’t really a lot of
stuff on it, especially in the FAQ section. So if you have any
questions that you wouldn’t mind having answered in that section,
please email me. I will be more than happy to answer your
question on this guide with your name, or I could leave you
anonymous. In fact, your question doesn’t even have to be
answered here. I could just email the answer to you privately.
Use the manual to learn the basic controls. I will give you the
controls for all the equipment that you can use here, but you
should play through the training mission and read the manual
thoroughly to familiarize yourself with the basic stuff.
*SUPER-IMPORTANT NOTE! READ HERE NOW! I COMMAND YOU! RIGHT HERE!
READ IT!*
This guide is not spoiler-free.
*THANK YOU FOR YOUR TIME!*
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II. Basics
1. About Stealth Action
This game is sort of a mix of strategy and shooting, dubbed
stealth action. Considering the covert nature of Sam’s job, you
need to complete missions while remaining unnoticed. There are a
few basic things to keep in mind. Darkness is your friend, first
of all. People cannot see you when you are covered in darkness.
Next, your gun should be a last resort. Running through the areas
shooting everything and everyone will often trigger alarms, as
this reveals your presence. So take it slow and be careful. Use
discretion and leave no trace.
1. The SC-20K
This next list describes the SC-20K and its versatile projectiles
that can be fired from the launcher.
* The SC-20K
Uses – This weapon is obtained during the CIA Headquarters
mission. It is the best choice when it comes to assault. It
has a scope to zoom in on distant enemies, and you can fire
projectiles from the launcher.
How to use – Select the SC-20K from the quick menu. Then
choose a projectile from the quick menu. Press R2 to equip the
SC-20K. Use R1 to fire bullets, and press L1 to launch the
selected projectile. Use the right thumbstick to aim the
reticule. Click the right thumbstick to enter sniper mode.
While in sniper mode, use the right thumbstick to look around
and R1 to fire bullets as normal. You can’t use the launcher
in sniper mode. Hold L1 to hold your breath to steady your
aim. Click the right thumbstick again to go back to normal
view. Click the left thumbstick to toggle the rate of fire.
Press L2 to reload. Press R2 again to put it away.
* Ring Airfoil Projectile
Uses - This is a helpful little tool when you need to create
some breathing room. When shot at the head of an enemy, the
enemy will be knocked out. When shot anywhere else at the
body, the enemy will be temporarily stunned. This allows you
to run around and grab the enemy from behind.
How to use – Select the ring airfoil round for the SC-20K in
the quick menu. Equip the SC-20K with R2 and press L1 to
launch it.
* Sticky Shocker
Uses – This is one of the best projectiles for the launcher.
When shot anywhere at an enemy, it produces a shock that will
instantly knock out the target. When shot into water, it will
shock anyone standing in the water nearby.
How to use - Select the sticky shocker for the SC-20K in the
quick menu. Equip the SC-20K with R2 and press L1 to launch
it.
* Sticky Camera
Uses - This is a useful tool when you need to distract guards
to sneak by an area. When shot at the head of an enemy, it
will knock them out, but shooting it anywhere else will cause
no harm. Usually you will shoot it at a wall. After it sticks
to a surface, you will be able to view the area from the
camera. Just be sure that you’re hiding in a dark spot while
monitoring the camera.
How to use - Select the sticky camera for the SC-20K in the
quick menu. Equip the SC-20K with R2 and press L1 to launch
it. Note that you cannot switch viewing modes from the sticky
camera (no night vision or thermal vision). Press up on the D-
pad to zoom in, and press down on the D-pad to zoom out. Press
triangle to exit.
* Diversion Camera
Uses - This is a souped-up version of the Sticky Camera. It
operates the same way, but you can shoot gas out of it that
will knock out guards. To use it effectively, attract guards
with the noise, and when they are looking at it, gas them.
How to use - Select the diversion camera for the SC-20K in the
quick menu. Equip the SC-20K with R2 and press L1 to launch
it. Note that you cannot switch viewing modes from the
diversion camera view (no night vision or thermal vision).
Press circle to use the noisemaker and press square to release
the gas. Press triangle to exit.
* Smoke Grenade
Uses - This is helpful when you need to take out a group of
enemies that are in a tight space. When shot, it will roll
around a little. After a little while, it will release the
gas, knocking out any guards in its radius. Note that it will
start to deplete your health if you get within its area of
effect.
How to use - Select the smoke grenade for the SC-20K in the
quick menu. Equip the SC-20K with R2 and press L1 to launch
it.
2. Gadgets
These are various items that Sam can carry.
* Pistol
Uses - This is not nearly as powerful as the SC-20K, but it
can be useful in several ways. It is silenced, so you can
shoot guards in the head with it without being noticed by
anyone else. It is also more precise, allowing you to shoot
out lights easier. You should always use this to shoot lights
and cameras, unless you are shooting from a long distance and
you need the sniper mode of the SC-20K. Save the SC-20K ammo
for killing people.
How to use – Select the pistol from the quick menu. Press R2
to equip it and press R1 to fire. Use the right thumbstick to
aim the reticule. Press L2 to reload. Press R2 again to
holster it.
* Lock Pick
Uses - These are lock picks, duh. Use them to unlock locked
doors.
How to use – If you come to a locked door, the interaction
window will pop up. One of the choices will be to pick the
lock. Choose it to enter lock-picking mode. Slowly rotate the
left thumbstick until the controller vibrates. Keep the
thumbstick in that position and wiggle it ever-so-slightly to
release a pin. Keep rotating it and releasing pins until the
lock is picked. Some have as little as two pins, while some
have up to six pins.
* Disposable Pick
Uses - This lock pick immediately shatters the lock on the
door, so you can use this when you need to get through a
locked door in a hurry.
How to use – Select the disposable pick from the quick menu.
Go up to the locked door and press R1 to shatter the lock.
* Laser Microphone
Uses - This picks up vibrations on surfaces caused by talking.
Use it to hear conversations from a distance.
How to use – Select the laser mic from the quick menu. Press
R2 to equip it. Use the right thumbstick to aim it. Aim it at
your target. When it starts to pick up a conversation the
square in the center will turn red. Press R2 again to put it
away.
* Optic Cable
Uses - This is a wire that you can slip under a door, allowing
you to see what is on the other side of the door. It is very
helpful when you want to see what is on the other side of a
door before barging in.
How to use – When you come to a door, the interaction window
will pop up. One of the choices will be to use the optic
cable. Select it to enter the optic cable mode. Use the right
thumbstick to pan side to side. You can also switch to night
and thermal vision modes by pressing left and right on the D-
pad respectively. Press R1 to exit.
* Camera Jammer
Uses – When aimed at a camera, the camera jammer disables it.
It is incredibly useful when you have to get by an armored
camera as well as armored lights.
How to use – Select the camera jammer from the quick menu.
Press R2 to equip it. Use the right thumbstick to aim the
reticule. Aim it at the camera and hold down R1. As long as
you keep it aimed at the camera, it will not be able to do
anything. When the bar runs out, however, the jammer is out of
energy and the camera will activate once again. The bar has to
recharge before you can use it again. Press R2 to put it away.
* Binoculars
Uses – Use these to zoom in to distant areas. It is helpful
when you need to scope out an area that you know you will have
to get to when it is far away.
How to use – Click the right thumbstick with no weapon
equipped to enter the binocular mode. Press up on the D-pad to
zoom in, and press down on the D-pad to zoom out. Use the
right thumbstick to look around. You can also go into night
and thermal vision modes while in binocular mode by pressing
left and right on the D-pad respectively. Click the right
thumbstick again to exit.
* Night Vision Goggles
Uses - This allows you to see well in the dark. It turns the
area into a gray image, so you can see through darkness.
How to use – Press left on the D-pad. Press it again to turn
it off.
* Thermal Vision Goggles
Uses - This picks up heat and displays it in colors. Vivid
colors, such as blue, indicate low areas of heat. Intense
colors, such as orange and red, indicate higher heat levels.
This is useful in many situations. It can detect heat from
land mines, it allows you to see guards when you can’t even
see them with night vision, and it makes the screen look cool
;).
How to use – Press right on the D-pad. Press it again to turn
it off.
*Note: You cannot use thermal vision until the CIA
Headquarters mission.
3. Field Items
You will find these items scattered throughout your missions.
* Medical Kits
Uses - You can pick these up and store them in Sam’s backpack.
When used, about 20% of your health gets restored.
How to use – Simply select it from the quick menu.
* Ammo
Uses – Well, it’s quite obvious, frankly.
How to use – When you near a box of ammo, the interaction
window pops up. Choose the ammo from the interaction window to
pick it up. It is then added to your gun.
* Emergency Flare
Uses - This is a standard road flare. Throw it to distract
guards, and draw the attention of a heat-sensing turret gun
away from you. Nothing much more.
How to use – Select the flare from the quick menu. Press R2 to
equip it. Use the right thumbstick to aim the reticule and
press R1 to throw it. Press R2 again to put it away if you
haven’t already thrown it.
* Chemical Flare
Uses – Since this emits heat, its best use is a distraction
for turrets, just like the standard flare.
How to use - Select the flare from the quick menu. Press R2 to
equip it. Use the right thumbstick to aim the reticule and
press R1 to throw it. Press R2 again to put it away if you
haven’t already thrown it.
* Frag Grenade
Uses - This is useful when you need to kill several guards in
a closed space. Keep in mind that unlike the smoke grenade,
this actually kills guards.
How to use – Select the grenade from the quick menu. Press R2
to equip it and use the right thumbstick to aim the reticule.
Press R1 to throw it. Press R2 again to put it away if you
haven’t already thrown it.
* Wall Mine
Uses - Oh boy. This is a motion sensing mine that will
detonate upon sensing motion. It will usually kill you
instantly. It can also kill guards if they are in its blast
radius, or if they move past it too quickly. To get rid of it,
you need to either bypass it at extremely low speed, or you
need to disable it. Or you could snipe the light on it from a
distance.
How to use - To disable it, approach it very slowly. When you
are near the mine, the interaction window pops up and allows
you to disable the mine. DO NOT press the X button to disable
the mine unless the blinking light is green. As soon as it is
green, press the X button to disable it. It is then added to
your inventory. To set a wall mine from your inventory, select
it from the quick menu. Go up to a wall and press R1 to set
it. Snipe the light from a distance to blow it up. You need to
shoot the light on the mine to blow it up. Hitting it anywhere
else will do nothing.
The following items can only be used by Sam to a certain
degree. Some cannot be interacted with at all, but only by
NPCs (non-player characters). None of these things can be
added to Sam’s inventory, but most of them can be interacted
with.
* Cans and Bottles
Uses - You will find various aluminum cans and glass bottles
scattered throughout your missions. These can be used as
distractions. Throw them somewhere to make the guards nearby
go over to that general area.
How to use – When you near a can or bottle, the interaction
window pops up. Select the “object” interaction to pick it up.
Sam is now holding the thing. Press R2 to equip it. Use the
right thumbstick to aim the reticule and press R1 to throw it.
Press R2 again to exit the aiming mode if you haven’t yet
thrown it. Press R1 to drop it while you do not have it
equipped. Note that if Sam has to do something with his hands,
such as climbing or equipping other items, he will drop the
thing.
* Cameras
Uses - These menaces monitor areas. If they see you or a dead
or unconscious body, it will sound an alarm.
How to use – You can’t really use these like you can use other
things. Some of them you can just shoot to disable it, but
others come in a bulletproof casing. You will need to shoot
out lights or use your camera jammer to get past the armored
ones.
* Alarm Panels
Uses - If somebody notices you, the first thing they will do
is run over to a nearby alarm panel and pull it. This will
sound an alarm. If there is no alarm panel nearby, they will
call someone on a radio and tell them to pull an alarm.
Obviously, you won’t be able to pull these, but you need to
get rid of anyone who sees you before an alarm is sounded.
How to use – You can’t really use these. Just eliminate
enemies before they reach the panel and pull it.
* Turret Gun
Uses - You will find these heat and motion sensing hell-spawns
throughout your later missions. These things will shoot at you
if you are in front of them. Since they detect heat and
motion, you can throw flares near them to distract them while
you slip by.
How to use – If you can get behind a turret, go up to the
keyboard. The interaction window will pop up. Choose the
“interact with turret” option. You can now choose to
deactivate it entirely, or you can disable the IFF system.
This makes the turret shoot at Sam as well as guards.
* Computers
Uses - Using certain computers will net you data sticks. Often
you will need to access a computer to complete an objective in
the mission. The mission-critical computers have a red screen.
How to use – When you go up to the computer, the interaction
window pops up. Choose to use the computer to use it. Any info
gained from the computer will be displayed on the OPSAT.
* Keypad Lock
Uses - Some doors you come upon can only be unlocked with the
correct keypad code. Keypad codes are found usually from data
sticks from computers.
How to use – When you near a keypad, the interaction window
will pop up. Choose to use the keypad. Use the left thumbstick
to move around the digits. Press X to select a digit. Once the
correct code has been inputted, the door unlocks.
*Note: In the Chinese Embassy, Part II mission, you can’t rely
on data sticks for keypad codes. Instead, you need to use
thermal vision to see the last digits pressed. The last four
digits pressed will be hotter because body heat from fingers
was transferred.
* Retinal Scanner
Uses - Other doors can only be unlocked when the right set of
eyes is put to the scanner. Whenever there is one of these,
there is someone who can open it.
How to use – Sam can use these, but he is never authorized for
it. What you need to do is put the right set of eyes to the
scanner. Grab them from behind, drag them to the scanner, and
choose the “use retinal scanner” option from the interaction
window to make your captive use it.
* Metal Detectors
Uses - You won’t find too many of these, but they are still
something to watch out for. If Sam passes through one, an
alarm will sound and several guards will come to kill. There
is always a way to get past these without actually going
through them. To be specific, these only appear in the CIA and
Kalinatek missions.
How to use – You can’t really use these at all. Pass through
them to sound an alarm.
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III. How to Use this Walkthrough
This guide is broken up by each level, duh. At the beginning of
the level is an overview, an original briefing (it is in my own
words), and a difficulty rating out of 10. The rest of the guide
for the level is broken up mainly by each room (if it is a small
room, it is broken up by groups of rooms) and your current
objectives. I will notify where checkpoints and savepoints are
located.
So umm… yeah. Have fun, or, whatever, okay go.
!!!!!!!!!NOTE!!!!!!!!!
I WON’T TELL YOU TO HIDE THE BODIES of fallen foes. YOU MUST
REMEMBER to hide the bodies! You try to write a guide while
reminding the reader to hide the corpses every time a foe is
downed.
ALSO!!! This guide is not spoiler-free.
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IV. Walkthrough
Note: You see here that I am going straight to the Police Station
mission, skipping over the training. Lazy? Yes, but that is not
the reason why I skipped training. You need to be able to
comfortably go through training to become familiarized with the
controls and movements and such. Figure it out on your own, and
if you have to try a certain part for over two hours, try for
another hour, and if you still have no success, contact me. Once
you are comfortable with training, you begin the first real
mission.
Also, in case you didn’t read any of the other sections here, I
WON’T TELL YOU TO HIDE THE BODIES of fallen foes. YOU MUST
REMEMBER to hide the bodies! You try to write a guide while
reminding the reader to hide the corpses every time a foe is
downed.
ALSO!!! This guide is not spoiler-free.
Okay, that’s all. Game on!
1. Police Station
Briefing: Agents Blaustein and Madison were killed for getting
too close to information that Kombayn Nikoladze, the current
president of Georgia, wanted to keep confidential. Recover
details on this information.
Overview: This is your first real mission. There’s nothing that’s
too difficult. You’ll need to remember that killing civilians
will end the mission, and you will have to stay off the streets
for the first part of the mission. You are allowed a total of
three alarms, so be sure to hide your bodies.
Difficulty: 4/10
~OBJECTIVE 1.1: Rendezvous with local NSA informant Thomas
Gurgenidze for information on Blaustein’s area of operation.~
Let’s get it started. Go across this area and up the stairs. Look
up to find a suspended ladder. Jump up and climb it. On this
roof, there is a trap door. Climb down. Squeeze yourself through
the passage and climb up the pole at the end to emerge in front
of a flaming building. Apparently, that is where you’ll need to
go. You can get by a zipline above you.
Once you are on the porch of the building, go through the door in
front of you and take an immediate left to find another door. Go
through it. Keep in mind that stepping into fire will catch you
on fire, which will deplete your health. Go through this room and
out the other door. Go down the stairwell and into the room with
a flaming pit. Traverse over it on the pipeline above you. Cut
through the next room and take a right to find a stairwell. Go up
it. Find the door on your left and open it. Grimsdottir will tell
you that the contact is in this room. Crouch down and go right
around the table to find him on your left. He is crushed
underneath an air vent. Talk to him.
~OBJECTIVE 1.2: Find the black box hidden in Blaustein’s
apartment.~
A door behind you will lead to a room consisting with a broken
pipeline. Go through the next door and shoot out the skylights.
Wait until the room clears out and proceed through.
*Savepoint*
Head through the next door to emerge on a balcony. Go to the end
of it and jump to a pipeline. Bring your legs up and climb across
to the other side. Drop down and go over to the courtyard-like
area. You will find a Russian guy talking. There is another guy
in the apartment. You need to get rid of them both. Go about this
by sneaking along the fence in the planter box and going up the
stairs behind the first guy. Grab him and take out your gun while
still holding him. Shoot out a light to alert the guy in the
apartment. Kill him when he comes out, and then knock out the guy
you are holding.
Enter the apartment. Make your way through the rooms. Pick up the
medical kit before the last room. In it, there is a painting of a
field and trees. Go over to it and slide it open to reveal a
computer. Use it to obtain a data stick.
~OBJECTIVE 1.3: Find Gurgenidze’s dead drop in Morevi Square to
figure out how to get into the Police Precinct.~
Go to the door in the back of the room and enter the keypad code
found on your OPSAT (it’s 091772). Exit the apartment and slide
to the roof across from you on the zipline. Go through the
threshold and through the hallway to reach an elevator shaft.
Jump out to the pole and slide down it. Open the trap door.
*Savepoint*
You will get a massage, er, a message that you can now use the
streets. How convenient. Pick the lock on the door and slowly go
down the stairs so as not to alert the coppers confronting the
drunken civilian. As they talk, sneak behind them in the shadows.
Descend the stairs behind them partially and jump and grab the
railing. Shimmy to the right all the way. Climb up and continue
down the path. See, you didn’t even have to look at them! Well, I
guess you did, but they didn’t ever see you. Head on down the
path and up the stairs. Go through the twisty path and into the
courtyard.
All the way across the courtyard is a gate that you need to get
through. So head to the right of it to find a patch of plants. In
the corner is a small, red-lit entrance to a secluded room
containing some ammo and medical kits. Also there is a computer.
Use it to open the gate. Upon heading out, you will find that a
guard has entered through the gate. You can shoot him, but it is
safer to sneak in through the gate while he is not looking your
way.
*Checkpoint*
Quickly go through the threshold at the end of this passage and
take an immediate right. A civilian will walk towards you. When
he turns around, knock him out. Then sneak past the first patch
of light. When the cop walks away, go to where he is patrolling
and hide in darkness. Knock him out when he turns around.
Round the corner and put your back to the wall and peek around
the next corner. A policeman will walk away. When he is out of
your sight, round the corner and look ahead. This is a closed
passage. Wait until he is at the end. Jump to the top of it and
walk to the end. The policeman is right below you. Drop off on
top of him to knock him out. Don’t try to shoot him because I
have found the leaves to be bulletproof.
Go to the end of this path. There is a garbage can. Jump on top
of it and wall jump to the ledge above you. Pull yourself up and
drop down on the other side.
*Savepoint*
~OBJECTIVE 1.4: Locate Agent Blaustein in the Police Precinct.~
Go down the stairs and open the door. Sneak out behind the guard
to a part where solid walls surround you. Now is the fun part. Do
a split jump. When the guard walks under you, drop down on top of
him to knock him out.
Proceed along the corridor and put your back to the wall on the
right after the stairs and peek around the corner. You will see a
guard exit a room. Let him go; we’ll take care of him later. Head
into the sliding door on your left and turn out the light. Use
the computer for a data stick. Go back out and hide with your
back to the wall. Knock out the guard when he comes over. Then go
around the corner and enter the door on the left.
In this room is a civilian that can be seriously aggravating.
Enter the room and wait behind the file cabinets. Observe his
pattern of movement. When he pauses, sneak up and grab him.
Interrogate him and knock him out. At the back of this room is
another sliding door. Go through it and you will find yourself in
the morgue. There is a camera here; shoot it. Go up to the bodies
on the stretchers to find Madison and Blaustein. Before leaving,
pick up the medical kit from a stretcher in here.
~OBJECTIVE 1.5: Access the Police Precinct’s security system.~
Go back out to the corridor and open the door at the end.
*Savepoint*
Head up the stairs and open the door. This is a lobby with a
civilian and a guard. As they converse, shoot the cop from the
window. Then knock out the civilian when he takes cover in a
corner. Go into the front desk office and grab the medical kit.
Use the computer for a data stick if you wish. Turn out the light
and hide the bodies in here. Head across this room, go through
the door, and head up the stairs.
*Checkpoint*
There are three guards standing between you and the end of this
mission. Two of them are in this room. They are spread apart, so
you can take them out individually without your gun. The first is
next to you, working at a table. Sneak up to him, grab him, and
knock him out. Although he makes plenty of noise, the other will
not notice. The second guard is at the other side of the room.
Sneak up on him, grab him, and knock him out. Now to access the
security tapes. The door you want is near the corner of this
room, but you can explore in the other door too (the one near the
stairs). It is a dark room, good for hiding bodies. There is a
computer with a data stick.
Now head to the other door and open it. Sneak through the room
and round the corner. You will find a guard that you can knock
out. Use the computer with the red screen.
~OBJECTIVE 1.6: Rendezvous with Junior Wilkes in front of the
Police Precinct for extraction.~
You are now home free. Go back down the stairs to the lobby. Open
the double doors to end the first real mission.
MISSION COMPLETE
*Savepoint*
2. Defense Ministry
Briefing: Blaustein’s and Madison’s subdermals were located in
the possession of a man named Vyacheslav Grinko, a mercenary
working for Nikoladze. Vyacheslav Grinko and Philip Masse, a
computer technician also working for Nikoladze, are at the
Georgian Defense Ministry, preparing to meet with each other.
They are planning on discussing this information that Blaustein
and Madison were killed for getting too close to. Discover
Nikoladze’s secret.
Overview: This mission has some hard parts linked by some fairly
easy parts. You will always need to be aware of your
surroundings, and you’ve got to know what you are doing. For the
first half of the mission, you will not be allowed to trigger any
alarms, so be extra careful.
Difficulty: 6/10
~OBJECTIVE 2.1: Infiltrate the East Wing of the Ministry.~
You will start out on the roof of the Ministry. Find the chimney
and choose to rappel off of it. You will touch down on a light.
Climb into the office through the window and hide yourself in the
shadow of the corner in front of you.
~OBJECTIVE 2.2: Discover Vyacheslav Grinko’s whereabouts by
interrogating his driver.~
From here you can see a camera and a patrolling guard. Shoot out
the camera. This will draw the guard’s attention. When he is
close enough, knock him out. Use the computer for a data stick,
and then go through the door.
Use your optic cable on the next door. When the guard starts
walking away, open the door and sneak out along the right side.
When you reach a part jutting out of the wall, wait for the guard
to come down and go back again, and then sneak over to the door
on the left wall.
You are in a stairwell with cameras in every other level,
excluding the top and bottom levels. Go up two flights of stairs
to get a medical kit. Then go back down. From your starting
point, go down one flight of stairs. Before descending all the
way down the next flight, pause to shoot out the camera. Proceed
the rest of the way down, and continue down yet another flight
after that. Once again, pause before descending all the way down
on this next flight to shoot out the camera. Those are all the
cameras here. Go the rest of the way down the stairs.
*Checkpoint*
You are now in the basement of the ministry. There are no guards
about, but there are a couple of cameras, so stay in the shadows
along the perimeter of the basement. You will pass by a couple of
cars. The first one is of no importance, but the second one is
Grinko’s. That means that his driver is right there. Sneak up
slowly behind him as he answers the call of nature and grab him.
After interrogating him, knock him out.
~OBJECTIVE 2.3: Infiltrate the South Wing of the Ministry.~
There is now a guard up at the beginning of the garage. Sneak
your way back there in the shadows. Go behind him, grab him, and
knock him out. Go back up the stairs and out the door you came
in. There is now only one guard in here. Sneak up behind him and
you know the rest. Hide the body and enter the door on the other
wall, further up the corridor. There is a camera right above you,
so this is an advantageous position to shoot it out from. After
that, hop on top of the desk and climb into the vent.
*Savepoint*
~OBJECTIVE 2.4: Deactivate the courtyard security laser grid.~
Proceed through the vent and drop down at the end. Go through
this room and wait at the threshold. Watch as a guard enters the
kitchen. Wait until he leaves, then sneak up on the chef and grab
him and knock him out. Drop him off in the freezer and turn out
the light in there. Go through the door and sneak up on the guard
on the left. Grab him and knock him out. From where the guard
was, take a right. Proceed slowly down the stairs at the end.
This is the lobby, and there are two guards doing that guarding
thing. You need to inconspicuously eliminate them both. There is
one guard standing still, and one is pacing back and forth. Go
down the left flight of stairs, and when the pacing guard pauses,
sneak up behind him, grab him, and knock him out. To get in the
right position to grab him, hug the right side of the stairs and
watch you invisibility meter. When it is still in the first
section, wait. Try to start to go behind him when he is still
walking, but you are out of his line of vision. Sneak up on the
immobile guard now, grab him, and knock him out. The best hiding
place for these guys is on the upper flight above you. Go back
down and use the red-screened computer.
~OBJECTIVE 2.5: Laser-mic the Grinko and Masse conversation in
the glass elevator leading to Nikoladze’s office.~
Immediately hide in the shadows under the stairs, and wait for
the colonel. He will sit down in the chair. Sneak up on him and
grab him, but DON’T knock him out yet. Take him over to the
retinal scanner and make him use it. Knock him out and hide him
with the other guards. Enter the door.
*Checkpoint*
Go along the back wall here, staying in the shadows. Shoot out
the camera and enter the door. Here you see Grinko and Masse
enter the elevator on the left corner of the courtyard. Laser-mic
the conversation, following the elevator all the way to the top.
Afterwards, move to the left-hand corner next to you.
~OBJECTIVE 2.6: Infiltrate the North Wing of the Georgian Defense
Ministry.~
Now you need to move quickly. While Lambert’s speaking, dash
along the perimeter of the courtyard. Grab the medical kit on the
wall and move quickly past the light. Find the fence with vines
going up in it. Jump to it and climb up. As you do this, several
guards come into the courtyard. Some of the guards may have seen
you, but as long as you move quickly, you should be fine.
*Savepoint*
~OBJECTIVE 2.7: Access Nikoladze’s personal computer in his
office.~
Here you will see an elevator descending. Run to the nearby door
to hide. Use your optic cable underneath the door. You will see a
couple of guards enter the room. You can get past them without
shooting anything. Wait until they are facing away from you, then
go out the door and take a left into the elevator. Choose to go
up. While you are going up, ready a disposable pick. When the
doors open, go to your left and use the disposable pick on the
door. Hurry in and use the computer for a data stick. Jump onto
the table and climb up into the vent. Crawl through and drop down
the next opening.
Hurry into the shadows at the back of this part of the hall and
shoot out the camera on the wall across from you. A guard might
get curious, but hold your position in the shadows and he will
overlook you. Once the excitement dies down, go to the door on
the left side of this part of the hallway. Grab a medical kit and
climb up the ladder. Open the trap door and you will find
yourself on the roof of the ministry again.
Find a chimney and rappel down. As you rappel, DON’T press
triangle to kick off the wall because you will kick through the
glass before you want to. You will come to the window of
Nikoladze’s office. A guard is facing away from you, sitting at
the computer you need to access. Shoot him right in the head as
you are rappelling. It is imperative that you shoot him in the
head. When you shoot him, you will break through the glass.
Collect a frag grenade from his satchel. Use the red-screened
computer and Lambert will instruct you to access it again.
~OBJECTIVE 2.8: Complete the data transfer from Nikoladze’s
computer.~
But several soldiers will come into the office to look for you.
To hide from them, drop out the window and hang onto the ledge.
Wait until every guard has left, and then climb up to use the
computer again.
~OBJECTIVE 2.9: Rendezvous with Junior Wilkes in the basement
parking garage for extraction.~
You might as well be home free. Don’t stop for anything unless
you’re picking up, oh, say… medical kits. Go out the door to find
yourself in this hallway again.
*Checkpoint*
Go to the door and to the next door on the left side. Go down the
stairs and – hey! – pick up a medical kit. From here on out, no
stopping, no looking back. Go out the door and run forward. Jump
to the pole in the elevator shaft and slide down. Jump off and
run to Wilkes in the parking garage. Talk to him.
MISSION COMPLETE
*Savepoint*
3. Oil Refinery
Briefing: Data from his computer reveals that Nikoladze has
covertly gone to war with Georgia’s oil-rich neighbor,
Azerbaijan. NATO forces have pushed most of the Georgian cells
from Azerbaijan, but there is a mercenary technician on an oil
rig in the Caspian Sea trading information with the Georgian
Presidential Palace. Discover the information that is being
traded.
Overview: This mission is quick and easy. You actually don’t need
to hide the bodies in this mission, but this is no habit that you
should fall into. Just watch out for flames.
Difficulty: 3/10
*Note: The reason for not having to hide bodies in this mission
is simply because the refinery is under attack by NATO forces.
Other guards will think that they just got blown up by NATO.
~OBJECTIVE 3.1: Infiltrate the oil refinery by the main
pipeline.~
After you are given your briefing, climb up the ladder near you.
Walk along the set of pipes and go along the larger pipe. When
you arrive at the obstruction in your way, jump up to the pipe
above you, bring your legs up, and climb over. Keep going and you
will get to another obstruction. Jump out to the bar on your
right and shimmy along. Round the corner. Crouch down and go
under this obstruction.
*Checkpoint*
Take a right onto the side platform and jump up to the zipline.
BOOM! When you get down to the lower platform, crouch down under
the pipeline and go to the other side. There is a pole that you
can climb up. It is kind of hard to see it without night vision.
Climb up and jump down to the pipeline. Go down into the hole and
make your way blindly forward. Just keep going.
*Savepoint*
~OBJECTIVE 3.2: Trail the mercenary technician.~
Go to the red-lit fan and climb up the ladder. Open the trap door
and climb out. You will see the technician you need to trail. Go
around the trap door and find the ladder to the right. Not so
much a ladder as a pole with rungs. Anyway, climb up and drop
down to the track. Go on the path to the left and hop onto the
box. Jump up from there to reach a horizontal beam. Climb across,
lifting up your legs when necessary. When you get to the end, a
guard will be on the track below you. Inch out so you are above
the track. Drop down on top of the guard when he is below you to
knock him out. Go up the stairs at the end of this track.
*Savepoint*
Roll over to the shadows before you. When the technician and his
escorts leave, kill the guard in front of the flames. Pick up a
medical kit from his satchel. Round the corner to the left and
continue down the path, being careful not to be detected by the
technician and his escorts. Wait around the corner when they go
into a room. Shoot the guard around the corner. Go to the right
of the doorway and put your back to the wall. Wait for the
technician and his escorts to pass.
~OBJECTIVE 3.3: Retrieve the laptop from the mercenary
technician’s briefcase.~
Don’t go behind the technician and the escort. Just go past the
doorway and follow the path.
*Checkpoint*
Glass will be shot out before you. Climb onto the box and jump to
the horizontal beam. Bring your legs up to go through the window.
Drop down and grab the medical kit. The guard will not notice you
as he is busy going bonkers with his gun. Just don’t get into his
line of fire or sight. Follow the technician up the stairs. Wait
at the top of the stairs. Shoot the guard in the face. There is
another guard on a walkway above you, but he is facing away from
you. Go across the large area and round the corners on the
thinner path.
Follow the technician down the stairs. Open the fence door. There
is a soldier running around here, but he never looks in your
direction. Just go to the door on the left, open it, grab the
medical kit, and go through the next door. Hang a sharp left and
knock out the technician. Grab his briefcase to finish this quick
mission.
MISSION COMPLETE
*Savepoint*
4. CIA Headquarters
Briefing: Nikoladze has gone into hiding and launched a series of
technological attacks on the US. Intel from the oil rig reveals a
mole in the CIA that could be how Nikoladze was able to launch
such devastating information-based attacks. Track down the mole.
Overview: This mission is pretty tough. No lethal force is
allowed, and you don’t even have a weapon for the first section
of the mission. Also, the savepoints are few and far between, so
ensure that you have plenty of patience and time to repeat parts
over again if you fail. You should do well if you know what you
are doing.
Difficulty: 8/10
~OBJECTIVE 4.1: Retrieve the SC-20K from the storage room behind
the battery generator backup.~
Yes, this is the first mission in which we will be using the SC-
20K. Check out the SC-20K section in this guide to find out more.
We need to get it from the storage room. Also in this mission,
you can use thermal vision for the first time. This will
certainly come in handy for some of the later missions. Anyway,
let’s get started, shall we?
You start out in a hallway of the CIA Headquarters. Get familiar
with the hallways, as you will be in the halls for a good portion
of the mission. There is a long stretch of darkness followed by
patches of light. After going down the hall a bit, a civilian
will walk from one door and into another. Grab him from behind as
he enters the second door and knock him out. Turn out the lights
and hide him in this room. Go back outside and wait with your
back to the wall. A guard will walk past you. Grab him from
behind and knock him out. Go to the other door and use the
computer for a data stick.
Now you can choose to get some extra equipment if you’re willing
to be stealthy. If you don’t want extra stuff, skip to the next
paragraph. It really is pretty easy. Take a left at the
intersection and continue into a sliding door. Wait behind the
desks. You will see a guard in this room talking to a guard in
another room through a window. Wait until the guard in the window
leaves, and sneak slowly to the door in the back right side of
this room so as not to alert the guard. Pick the lock on the door
and grab a medical kit and a couple of sticky shockers. Sneak
back out to the hallway. You should also use the computer in here
for a data stick.
Go back down the hall. Go close to the wall underneath the
windows to avoid being detected by the guard in the room. Now,
wait in a shadow. You will see a guard enter a keypad-locked
room. Wait for him to exit, and then go for the keypad. Enter
7687 and sneak in. There is another guard in here. Turn off the
lights to alert him, and when he faces away from you, sneak up
and knock him out. You need to do this before he turns on the
lights again. Continue into the next room and grab the medical
kit from the wall. Use the computer for a data stick and use the
next keypad. Enter 110598 and head on through.
*Checkpoint*
This is the backup battery generator room. There are a couple of
technicians in here. If you totally alert them, they will pull an
alarm and a guard will come to kill you. So, you need to take out
each civilian individually. Start by drawing the attention of the
first one. Sneak down the stairs, crouching, and when you get to
the bottom, wait. The technician will catch a glimpse of you if
you are far enough into the light. However, he will not reveal
your presence. When you hear the intense music pick up, run back
up the stairs. Wait for the technician to come up and then knock
him out. Go back down the stairs. Go around the next shelf.
Observe the pattern of the next technician’s movement. Sneak up
behind him when he is most vulnerable. Knock him around a bit.
This takes care of this room.
Go down the corridor and go around the corner. Don’t worry, there
are no more guards. Head up the stairs. You will hear the
menacing sound that you should know quite well by now: a camera.
However, it has a sharp downward angle, and will not see you.
Head the rest of the way up the stairs and go to the shelf on the
left. Here, you find the lovely, ever so awesome, devastatingly
great, super incredible, amazingly sexy SC-20K. Pick it up as
well as an airfoil round, a sticky shocker, and a sticky camera.
Use your new weapon to shoot out the camera, and then proceed to
the door. Enter 2977 in the keypad and head on through.
*Savepoint*
~OBJECTIVE 4.2: Access the CIA central server to identify and
locate the information leak.~
You are back in the halls. Go down until you see a guard standing
in some light. Wait until he walks away, and then move past the
light. Wait right next to the wall in the shadow for him to come
back. He orders a soda from the vending machine. Sneak up, and,
well… you know the rest. Keep going down the halls. You will get
a message from Lambert. There is a room on your right that you
need to get through. There is a guard and a civilian. The guard
eventually will go back and forth between the doorway. When he
does that, sneak up on him. Don’t grab him; just knock him out,
and don’t do this before you see the civilian go into a cubicle.
Then, stand up and run for the civilian. He is trying to get to
an alarm panel. Get him before he reaches it and pulls it. Pick
up his satchel. You now have the code to the server room. Hide
the bodies and get a data stick from a computer. Go to the room
across from this one.
*Checkpoint*
There are two keypad-locked doors. The one on the left leads
immediately to the central server, but it could get perilous. The
one on the right leads to a different room that eventually leads
to the Server room. The one on the right is the stealthier way to
go, so go ahead and enter 2019 on the keypad. Find the flight of
stairs on the right. Wait for the dude here to pass, then sneak
up on him and knock him out. Open the only door in this room.
Head to the corner to the far right (looking into the room).
Shoot out the camera. Now you can access the computer in here to
complete an objective.
~OBJECTIVE 4.3: Tap Dougherty’s computer to trace the
intelligence leak to the Georgians.~
Hop onto the lockers and grab onto the walkway that goes around
this room. Go to the left until you can pull yourself up. Keep
going around the walkway and open the keypad-locked door (2019).
This place should look familiar. Go back out into the hall and go
to the left. You will bypass a bathroom with a guard in it.
Things will be easier if you just knock him out. When he turns
his back, run up and hit him. Observe the Sobe vending machine.
Yay, Sobe! Grab the aluminum can from the water fountain next to
the bathroom and continue down the hall.
*Checkpoint*
You will come to a window-like opening with a guard watching
through. You are too tall to bypass it, even when crouching.
Also, there are metal detectors in front of you that will alert
guards if you try to go through. You need to get rid of the guard
in the window to proceed around the detectors. To do this, throw
the can into the room he is in. Be sure that you stay in the
shadows right next to the room. He will get curious, and he will
eventually pass through the metal detectors with gun drawn. He
will pause before you and then turn around. This is your chance
to run up and strike a mighty blow. Pick up his satchel with a
medical kit. Climb into the room he was in. Go through the room
and into the hallway. Proceed through and open the door on the
far side.
This room consists of two armored cameras, various obstructions,
and a guard in the hall beyond. The lights cannot be dealt with,
so this could get hairy. Fortunately it’s just a matter of
timing. Wait for the first camera to look away. Note that you
cannot see the other camera yet. Run along the left wall and wait
in the shadows in the far-left corner. The other camera shouldn’t
see you if you go for a crouch-run all the way. There is a guard
that will come out of the hall and patrol around for a little.
Wait for him to go back into his hall. Head into the hall behind
him. When you are out of sight of the camera(s), knock him out.
Proceed down the hall and pause in the middle of the staircase.
You will find another armored camera. The light in this room can
actually be shot out. Do so and go to the keypad. Enter 110700
and head through.
*Checkpoint*
There is a dude in a room on the wall on your left. He is busy
chatting on the phone. It is difficult to sneak up on him. Do so
if you can, but it is easier to shoot him with an airfoil round
or sticky shocker. Once he is downed, turn off the light in this
room. Wait in here and listen for a keypad code being entered. A
guard comes through the door you exited. Rush up to him when he
least expects it and knock him around. Now you can proceed to the
next door. In it, there are two flares on a table, as well as a
computer you can use for a data stick. Head over to the turret,
pick up another flare, and deactivate it. See the Field Items
section for more information on turret guns. Pick the lock on the
door behind the turret and enter. Open the elevator and choose to
go up. Exit.
*Savepoint*
Go to the next door and open it. There are two guards in here
listening to a speech from Kombayn Nikoladze. Wait in the shadows
and one of the guards will eventually leave. Go around behind the
desk. Follow around and go through the opening on the left. Knock